Includes bibliographical references (p. [211]-220) and index.
Contents:
pt. 1. A cultural history of cheating in games. Creating the market : Easter eggs and secret agents -- Guidance goes independent : The rise of the strategy guide publishers -- Genies, sharks and chips : The technological side to cheating -- pt. 2. Game players. Gaining advantage : How videogame players define and negotiate cheating -- The cheaters -- Busting punks and policing players : The anti-cheating industry -- A mage's chronicle : Cheating and life in Vana'diel -- pt. 3. Capital and game ethics. Capitalizing on paratexts : Gameplay, ethics, and everyday life.
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